![]() The drawing surface also specifies the bit depths of each of the required buffers. The drawing surface specifies the types of buffers that are required for rendering such as a color buffer,depth buffer, and stencil buffer. The drawing surface is the surface to which primitives will be drawn. The rendering context stores the appropriate OpenGL ES state. (4)、 EGL: OpenGL ES commands require a rendering context and a drawing surface. ![]() It does not support the fixed function pipeline that OpenGL ES 1.x supports. (3)、 OpenGL ES 2.0 and OpenGL ES 1.x Backward Compatibility: OpenGL ES 2.0 is not backward compatible with OpenGL ES 1.x. A、 Vertex Shader B、Primitive Assembly C、Rasterization D、Fragment Shader E、Per-Fragment Operations. (2)、 OpenGL ES 2.0: OpenGL ES 2.0 implements a graphics pipeline with programmable shading and consists of two specifications: the OpenGL ES 2.0 API specification and the OpenGL ES Shading Language Specification (OpenGL ES SL). OpenGL ES is one of a set of APIs created by the Khronos Group. (1)、 What Is OpenGL ES?: OpenGL ES is an application programming interface (API)for advanced 3D graphics targeted at handheld and embedded devices such as cell phones, personal digital assistants (PDAs), consoles, appliances, vehicles, and avionics.
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